---
title: Unlit
---

In simple scenarios where lighting calculations are unnecessary, the engine provides [UnlitMaterial](/apis/core/#UnlitMaterial), which uses minimal shader code. It only requires a color or texture to render. Unlit materials are ideal for rendering pre-baked models, as they need only a base texture or color to display high-quality offline rendering results. The downside is that they cannot display real-time light interaction effects, as Unlit rendering is entirely determined by textures and is unaffected by lighting.

## Editor Usage

<img src="https://gw.alipayobjects.com/zos/OasisHub/6be78a08-3075-4cd1-8cad-9757fc34f695/unlit.gif" alt="unlit" />

## Parameter Overview

| Parameter | Description |
| :-- | :-- |
| [baseColor](/apis/core/#UnlitMaterial-baseColor) | **Base Color**. **Base Color * Base Texture = Final Color**. |
| [baseTexture](/apis/core/#UnlitMaterial-baseTexture) | **Base Texture**. Multiplied with base color. |
| [tilingOffset](/apis/core/#UnlitMaterial-tilingOffset) | **Tiling Offset**. A Vector4 value controlling UV scaling and offset (see [example](/embed/tiling-offset)). |

For script-based material usage, refer to the [material usage tutorial](/en/docs/graphics/material/script).

## Exporting Unlit Material from Blender

As described in the [baking tutorial](/en/docs/art/bake-blender), if you've already prepared baked textures and want a **convenient material** whose color is solely determined by the baked texture—without needing to add lights, adjust normals, or tweak advanced properties like metallic/roughness—you can use Galacean's [UnlitMaterial](/apis/core/#UnlitMaterial). glTF includes a dedicated [KHR_materials_unlit](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit) extension, which Galacean parses to generate Unlit materials.

<img src="https://gw.alipayobjects.com/zos/OasisHub/39965fc2-3fc2-44b9-a294-a04eb4441120/1623652741734-090284d5-9b1a-4db8-9231-dc3f4d188a38-20210614150743080.png" alt="image.png" style={{zoom:"50%"}} />

Test model: [TREX.zip](https://www.yuque.com/attachments/yuque/0/2021/zip/381718/1623651429048-7f6a3610-d5cb-4a73-97f5-0d37d0c63b2c.zip?_lake_card=%7B%22src%22%3A%22https%3A%2F%2Fwww.yuque.com%2Fattachments%2Fyuque%2F0%2F2021%2Fzip%2F381718%2F1623651429048-7f6a3610-d5cb-4a73-97f5-0d37d0c63b2c.zip%22%2C%22name%22%3A%22TREX.zip%22%2C%22size%22%3A499161%2C%22type%22%3A%22application%2Fx-zip-compressed%22%2C%22ext%22%3A%22zip%22%2C%22status%22%3A%22done%22%2C%22taskId%22%3A%22u458bcbec-d647-4328-8036-3d5eb12860f%22%2C%22taskType%22%3A%22upload%22%2C%22id%22%3A%22ua8a5baad%22%2C%22card%22%3A%22file%22%7D)

### Steps to Export glTF with Unlit Extension in Blender

1. **Import Model**

   <img src="https://gw.alipayobjects.com/zos/OasisHub/e5dbfb61-5c0c-4ca5-8c7f-bde353d4c211/1623651809057-138f49cf-6fe7-4f54-8161-c7e157ec85fd-20210614150752343.png" />

2. **Modify Shader**

   The default shader type is **BSDF**. Change the surface shader type in the material properties to **Background**.

   <img src="https://gw.alipayobjects.com/zos/OasisHub/abf1e279-1f78-4d21-8c1f-d58d7f74992c/1623652169374-7f39e5f0-6639-4795-8565-b8f0b09420ed-20210614150804567.png" />
   <img src="https://gw.alipayobjects.com/zos/OasisHub/c8c51e5f-c7c6-44a3-87e2-dc649e13fddb/1623652230768-69cd6f7e-175d-4f9f-9042-b3629d422b8e.png" />

3. **Add Baked Texture**

   Connect the baked texture's **Color** output to the **Shader** input.

   <img src="https://gw.alipayobjects.com/zos/OasisHub/50c69e7b-c099-4a2d-b546-8a55ff4f9309/1623652264008-7ae4c13c-6430-44b0-995e-2c23c9f117a7-20210614150846797.png" />
   <img src="https://gw.alipayobjects.com/zos/OasisHub/6ed13e19-a9e5-4454-a0d5-ad27b3cabe14/1623652368637-6dda44be-4cde-4f65-a72f-d39b5d3f60ce.png" />
   <img src="https://gw.alipayobjects.com/zos/OasisHub/e9a99c9c-f661-4666-86bc-d8e91030c0f7/1623652380351-501dd929-7f96-4578-b49a-11724a0782a7.png" />

4. **Export glTF**

   If the preview looks correct, export the glTF file.

   <img src="https://gw.alipayobjects.com/zos/OasisHub/4b6b5f8f-ebd2-46af-85c7-9a26b5f66a2e/1623652403568-450291a8-1a0b-4cf4-8e71-c183a05632b0-20210614150902221.png" />
   <img src="https://gw.alipayobjects.com/zos/OasisHub/1fe38185-399e-4f56-bff4-c39ba4ae3a2a/1623652462007-85b065a3-69fa-4d80-9dfd-834ef66da12a.png" />

   Drag the exported glTF file into the editor or [glTF Viewer](https://galacean.antgroup.com/engine/gltf-viewer). If the material type is **UnlitMaterial**, it means the [KHR_materials_unlit](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit) extension has been correctly applied, and Galacean has parsed it into an Unlit material.

   <img src="https://gw.alipayobjects.com/zos/OasisHub/fbb6ba43-f7d7-4757-a1d3-590083d30573/1623652636074-d8bb8437-f885-43fd-8957-8e14ae9fd8c0-20210614150914493.png" />